House Rules: Nation Building - Reputation

Like Reputation for characters (see House Rules: Reputation), your nation has a Fame and Infamy score, and can earn Prestige Points that can be spent on nation reputation rewards. Its Fame and Infamy scores cannot go lower than 0, but do not have an upper limit. A nation's Fame and Infamy scores decay at a rate of 1 per year.

Improvements: Hex and settlement improvements that add Fame or Infamy only adds to a nation's reputation once upon completion of their construction. Fame and Infamy decrease by the same amount if those improvements are destroyed.

Spheres of Influence

Unless otherwise specified, a nation's Fame and Infamy apply to all spheres of influence equally. The types of spheres of influence a nation can have reputation with are clearly defined:

  • its own citizens,
  • another nation,
  • a religion,
  • an organization,
  • a race.

Reputation

Your nation's general reputation score is increased by events and effects that increase your nation's overall renown, and is added to both your Fame and Infamy scores.

Size Increases: When your nation's Size increases to 11, 26, 51, 101, and every 100 hexes afterwards, your base reputation increases by 1.

Fame

Event Fame Modifier
Arena +1
Assembly +1
Bardic College +1
Colossus +1
Discovery event +1
Endowment edict +1
Everflowing Spring +1
Festive Invitation event +1
Great success trade route +1
Hanging Gardens +1
Magical Academy +1
Menagerie +1
Military Academy +1
Mint +1
Monument +1
Museum +1 + 1/10,000 gol (max +5)
Noble Villa +1
Outstanding Success event +1
Own a hex with a landmark +1
Palace +1
Peaceful Military edict +1
Ransom captured enemy nation leader (except Ruler) +1
Successful balanced treaty Diplomatic edict +1
Successful embassy Diplomatic edict check +1
Treetop settlement +1
University +1
Visiting Celebrity event +1
Pacifist Military edict +2
Ransom captured enemy nation Ruler +2
Your army is victorious in a mass combat battle +enemy's ACR/your side's ACR
Failed all three checks for a Trade edict -1
Failed a Festival edict is a disaster -1
Failed a treaty Diplomatic edict check -1
Failed an embassy Diplomatic edict check -1 for every 10 below the DC
Successful spread rumor and scandal Espionage edict against your nation -1
Squatters event -1 per month
Failed Loyalty check for your agent captured by a nation with an Embassy, Treaty, or Alliance -1d4 + 1 per additional failed check

Infamy

Event Infamy Modifier
Aggressive Military edict +1
Attack a nation with who you have an Embassy +1
Be the advantaged nation in an annexation peace treaty +1
Brothel +1
Executing captured enemy nation Ruler after battle +21
Executing captured enemy nation leader (except Ruler) after battle +11
Failed an embassy Diplomatic edict +1 + 1 per 10 below the DC
Failed Loyalty check for an Inquisition event +1
Failed Loyalty check for your agent captured by a nation with who you have no Embassy, Treaty, or Alliance +1
Failing to build a House or Tenement after succeeding the Squatters event +1
Gambling Den +1
Public Scandal event +1
Successful spread rumor and scandal Espionage edict against your nation +1
Using threats to establish embassy Diplomactic edict +1
Massacre enemy prisoners +1 per unit + 1/1,000 massacred prisoners
Starve interned enemy prisoners +1 per month
Use enemy prisoners of war as forced labour +1 per month
Successful Loyalty check when attacking a nation with who you have a Treaty +1d2
Failed to send aid to an ally when requested +1d4
Failed Loyalty check when attacking a nation with who you have a Treaty +1d4+1
Be the advantaged nation in a vassalization peace treaty +2
Destroy an endowed building of an enemy nation +2
Failed Loyalty check for your agent captured by a nation with who you have an Embassy, Treaty, or Alliance +2
Social edict set to Slavery +2
Successful advantaged one-sided treaty Diplomatic edict +2
Warmonger Military edict +2
Massacre enemy civilians +2 + 1/100 massacred civilians
Declare war against a nation within 10 years of establishing a peace treaty +3
Successful advantaged tributary treaty Diplomatic edict +3
1If all captured nation leaders are executed, double the Infamy increase of the highest ranking leader.

Prestige Points Rewards

Your nation gains prestige points (PP) every time it gains Fame or Infamy. The amount gained equals to the amount of Fame or Infamy increased. Your nation's total PP can never exceed the combined total of its Fame and Infamy scores. If that total ends up lower than its current number of PP, then the excess PP are lost. Some types of rewards depend on either its Fame or your Infamy score, and there are some that can be earned regardless of the kind of its reputation.

General Rewards

Reputation 10

  • Leadership Boost (1 PP): Gain a +4 bonus on leadership checks.

Reputation 20

  • Great Inspiration (1 PP): Gain a +6 bonus on leadership checks for recruiting special units (agent, army, police, scout team).

Fame Rewards

Fame 20

  • Trustworthy (1 PP): Gain a +6 bonus on leadership checks for Diplomatic (embassy, treaty, alliance, cease-fire, armistice, peace), Festival, and Trade edicts.

Infamy Rewards

Infamy 20

  • Fearsome (1 PP): Gain a +6 bonus on leadership checks for Diplomatic (war) edict.
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